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chainsaw fixups
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@@ -366,16 +366,17 @@ obj/item/weapon/twohanded/
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throwforce = 15
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throw_speed = 1
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throw_range = 5
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w_class = 4.0
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force_unwielded = 15
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force_wielded = 35
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wieldsound = 'sound/weapons/drill.ogg'
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w_class = 4.0 // can't fit in backpacks
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force_unwielded = 15 //still pretty robust
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force_wielded = 40 //you'll gouge their eye out! Or a limb...maybe even their entire body!
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wieldsound = 'sound/weapons/chainsawstart.ogg'
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hitsound = null
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flags = NOSHIELD
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origin_tech = "materials=3;syndicate=4"
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attack_verb = list("sawed", "cut", "hacked", "carved", "cleave")
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origin_tech = "materials=6;syndicate=4"
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attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
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sharp = 1
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edge = 1
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no_embed = 1 // Like with the single-handed esword, this shouldn't be embedding in people.
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no_embed = 1
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/obj/item/weapon/twohanded/chainsaw/update_icon()
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@@ -385,13 +386,27 @@ obj/item/weapon/twohanded/
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icon_state = "chainsaw0"
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/obj/item/weapon/twohanded/chainsaw/unwield()
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..()
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hitsound = "swing_hit"
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/obj/item/weapon/twohanded/chainsaw/attack(mob/target as mob, mob/living/user as mob)
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if(wielded)
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playsound(loc, 'sound/weapons/chainsaw.ogg', 100, 1, -1) //incredibly loud; you ain't goin' for stealth with this thing. Credit to Lonemonk of Freesound for this sound.
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if(isrobot(target))
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..()
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return
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if(!isliving(target))
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return
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else
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target.Weaken(4)
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..()
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return
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else
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playsound(loc, "swing_hit", 50, 1, -1)
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return ..()
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/obj/item/weapon/twohanded/chainsaw/wield()
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..()
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hitsound = 'sound/weapons/circsawhit.ogg'
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/obj/item/weapon/twohanded/chainsaw/IsShield() //Disarming someone with a chainsaw should be difficult.
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if(wielded)
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return 1
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else
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return 0
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// SINGULOHAMMER
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